1. #31

    Re: Why the 60 fps cap?

    Originally Posted by gouki

    I mean c'mon, no rewind for replays ? Your replay mode should look like the ones in the big sports games, like Fifa. That is a good replay-player. Yours is pathetic.
    you do know it saves 10.000 replays/track in sp that can be 30min long with high presision of miliseconds of the user input

    and lets not forget tc with 100replays/track and that for over 100.000 tracks on xbox
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  2. #32

    Re: Why the 60 fps cap?

    I think he means the fact you can't rewind
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  3. #33

    Re: Why the 60 fps cap?

    trials creates its replays from stored controller input and mimics what the user did like he was playing in the exact same way again
    changing anything from that input results in a corrupt replay


    fifa is 22 players + a ball and some animation

    trials is 10.000 random objects doing random stuff with pinpoint precision
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  4. #34

    Re: Why the 60 fps cap?

    Originally Posted by sparkierjonesz
    trials creates its replays from stored controller input and mimics what the user did like he was playing in the exact same way again
    changing anything from that input results in a corrupt replay


    fifa is 22 players + a ball and some animation

    trials is 10.000 random objects doing random stuff with pinpoint precision
    10.000? It's more like 9-10 at max at the same time. Even if it was 200 objects at the same time, our multi-cores computer can EASILY handle that. So no, it's not an excuse, the rewind mode is crap.
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  5. #35

    Re: Why the 60 fps cap?

    Originally Posted by proutprout75
    Originally Posted by sparkierjonesz
    trials creates its replays from stored controller input and mimics what the user did like he was playing in the exact same way again
    changing anything from that input results in a corrupt replay


    fifa is 22 players + a ball and some animation

    trials is 10.000 random objects doing random stuff with pinpoint precision
    10.000? It's more like 9-10 at max at the same time. Even if it was 200 objects at the same time, our multi-cores computer can EASILY handle that. So no, it's not an excuse, the rewind mode is crap.
    you don't understand, each track is completly random, every property of any object can be changed at will of the creator as can they be put at a random place and even moved, every pixel on the screen is random(like the creator of the track visioned it)

    i aggree that the replays don't match up to the better replays systems, but its a small miracle that they even exist

    the only way i can think of to give a more functional replay system is if it takes a screenshot every frame when the replay mimics the original drive like it currently does and then make a better replay system with that data( i don't know if hardware could handle that)
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